////////////////////////////////////////////////////////////////////////////////
//                                                                            //
//                           BailterRay                                       //
//                    Pip Robbins & Zhao Zhang                                //
//                                                                            //
////////////////////////////////////////////////////////////////////////////////
class BailterRayProj_Flame extends UTProjectile;

simulated function PostBeginPlay()
{
	Super.PostBeginPlay();
}

defaultproperties
{

   ProjFlightTemplate=ParticleSystem'BailterRayAssetPackage.flame_Projectile'
   MyDamageType=Class'BailterRayDmgType_Flame'

    //Damage Radius
	Begin Object Name=CollisionCylinder
		CollisionRadius=28
		CollisionHeight=28
		AlwaysLoadOnClient=true
		AlwaysLoadOnServer=true
		BlockNonZeroExtent=false
		BlockZeroExtent=false
		BlockActors=false
		CollideActors=true
	End Object

   //How Far away the effect can be seen
   MaxEffectDistance=2000.0
   Damage=8
   Speed=75.0
   MaxSpeed=200.0
   AccelRate=275.0
   LifeSpan=1.75
}